=== GRAPHICS ===
Not really a fan of the design tbh. Mixing Sunken Ruins works with a lot of stuff but not everything. First off: The Dalaran Ruins grass is not an issue here, and neither is Tiled Bricks from Icecrown Glacier, those are okay in combination. Northrend grass, on the other hand, is pretty terrible (I rarely ever see it work). The transition to dirt/sand looks ugly:
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The same goes for Dalaran Ruins rough dirt:
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That's a very clear-cut edge, looks unnatural. You would need a "transitional terrain" between that dirt and the brighter earth tones.
I find it weird that the shells are located in the forest and would prefer if they were placed on sand instead. The bubbles are funky though, I think they fit there.
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I don't know why you chose the square tool instead of the circle tool to place trees. Doesn't strike me as the kind of place where trees have been planted, like a garden, a city or a park. Looks odd.
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I can see that the tiny snowfall regions follow a sort of pattern, but they're still to weird for my taste.
There's too much going on with the doodads in some areas. I don't object to the coral arches and all that, but the bright green lily pads in the otherwise darkish forests are not visually pleasing.
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To say something positive as well: I've really enjoyed those wafting seaweeds around the Merc Camps (and some other areas):
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Those have very mystical vibe to them.
=== GAMEPLAY ===
The map is too large. 116x116 is massive for 1vs1. Unfortunately, I don't see any possibility to make it smaller because of the large impassable terrain in the center (orange in my screenshot). If you were to cut off the edges (green broken lines), the pathing would became very one-dimensional:
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The distance between player bases is okay, but the natural gold mines on the sides are way too far away and too heavily guarded (
plus they provide less than 10K gold). I don't see how HU will expand on this map. Sure, there are the other gold mines, but they've got lvl 22 creep camps.
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The Merc Camps are only guarded by a lvl 7 camp. Should be tougher. Perhaps swap some creep camps around.
Overall, the item drops feel a little off. The lvl 13 creep camp at the Goblin Lab drops a lvl 3 charged, which is pretty fat. All lvl 4 items can be gotten from lvl 17 camps (shops and turtles). However, there's a lvl 20 camp that only drops a lvl 3 permanent (plus a lvl 2 charged). I can see that the camp is in a relatively "safe spot", but it'd be disappointing nevertheless. The lvl 7 camp near the base drops a lvl 2 charged, that's too good. Should be lvl 1.
You could remove one of the green camps entirely.
This creep camp might attack units that are just passing by. Haven't tested it. (Would not be an issue for sure if the creeps were set to camp range.)
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Also these should be pushed further back into the trees:
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It's not
likely that they'll intercept units in the spots that they're in, but it is definitely possible, and it sucks even when it happens only once.
It's probably nothing, but the editor still remembers that there was a high ground around this gold mine in the past:
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There's no combat miss chance so it's not a bug, but you could still use the "same level" terrain tool to wipe over it once, just to be on the safe side.
===
To sum it up: I see a lot of issues with the map, the visual style is interesting but its implementation is difficult, and the biggest gameplay problem for sure is the sheer size of the map.